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Texturing
Part 5+6/14
A series of lectures created for students at candidate level at the IT-University of Copenhagen by Rickard Stampe Sderstrm 2011. r.s.soderstrom@gmail.com. All material in this lecture is copyrighted to the autors and creators of the pictures and films. And the lecture is copyrighted to Rickard Stampe Sderstrm. You may freely use it as a presentation but not printing it in a digital or analog form.
What is texturing?
- The process of adding color and surface details to the 3D model with the help of shaders / materials. A shader in Maya is assigned to the model. It is it current "material". And it has numerous attributes you can adjust: color, transparency, reflections, etc.
Shaders
- A shader contains diffrent material attributes (such as color, diffuse transparency etc). The specular attribute is the one that vary the most for each shader.
What is a texture?
Lambert grey
Blinn Shading
What is color?
- Colors in real live are energy. - In the render process in CG the colors are calculated - what is called diffusion. - In real life the light ray are reflected from the light source on the materials to our eyes - CG use the reverse process of that.
Color in CG
- But the computer has a completly different way of handling colors - it is handling light in the so called additative color system. - The computer uses RGB (red, green, blue) color space, developed from the theory of three color seeing developed by Thomas Young , Hermann Helmholtz and James Clerk Maxwell in the middle of 19th century.
A good rule of thumb: All colors ADDING together becomes white. Thats additative color system.
Mixing with:
HUE SATURATION
VALUE
Hue / Color
Values
Saturation
Harmony in colors
- Color theory from the Bauhaus theorist Johannes Ittens applied to CG. - This theory is rooted in the subtractive old system but is as usefull in the modern additative system. The color circle shows the primary, secondary and the tertiary colors. Harmony is to maximaising or neutralizing the intesity of colors by combining them.
Harmony in hue
- What red is more RED?
Harmony in hue
- What red is more RED?
More intense
More intense
A warm surrounding color pushes the green out from the screen and a cold blue pushes it back.
Shader attributes
- Analyse the real thing. - Ask yourself, what is it made of? - What is producing the color?
Shader attributes
- What "color" are theese?
Shader attributes
- They are blue with a shininess to them visible on the highlights.
Shader attributes
- What "color" is this?
Shader attributes
- It's not a color at all it is a reflection.
Shader attributes
- What "color" is this?
Shader attributes
- They are in different shades of green with a pattern to it. They are redish on the top edges and they are transparent.
Ambient Color
Transparency
Specular color
Bump mapping
The most common type of shaders with an array of different shader attributes:
Subsurface Scattering
Refractions
Incandescence / Glow
Texture mapping
- The process of connecting the color information from a image to a shading attribute. Wrapping a texture on the color attribute produces a color mapping.
Unwrapping manually
- Here is a UV-map manually "unwrapped". The model to the left represent the form in 3D and the UV-map on the right is the flat form in 2D-space. By painting on the indicated areas on the UV-map you paint a texture for the color attribute etc. The process of manual UV-unwrapping is used if you don't have a 3D paint program because you can better interpret the UV-map when it is done manually (what part you are painting on) compared to an automatic unwrap as in the previous slide.
Rules of thumb: No UV coordinate can share the same space in the 2D coordinate. Evenly distribute the UV-coordinates of the model with as few seems as possible on the UV-map. Picture: Unknown.
Opacity mapping
- Here is the transparency of the shader textur mapped. But generally every shading attribute can be texture mapped.
Texture
Bump mapping
Normal mapping
Displacement mapping
Normal mapping
- Is a very fast and flexible technique that also works with real time 3D animation. - Normal mapping is more accurete then bump mapping because it uses color images (RGB-data with 3 channels for altering the normal compared to bump mapping just using BW images with 1 channel). - Normal mapping is faster then displacement mapping.
Reflection mapping
- Also called enviroment mapping. Using spheres, a foto of a chrome ball, a cube or other geometric forms to surround the model with an enviroment. - This technique works by mapping and image to the reflection attribute of the shader. Making the model reflect the image.
Projection mapping
- Beside texturing mapping an model with a UV-map, you can also project an image - much like projecting a slide trough a projector on a wall.
Projection mapping
- Using this technique you can project images from different angels on lowpoly object to create photo realistic results.
Mathematical textures
- The art of fractales, created from matchematical formulas, examples like theMandelbrotfractal. - A fractal can exist in 2D or 3D space. - In Maya you can create wood, leather, noise etc
Texturmapping - a showcase
- Steven Stahlberg is a famous artist within the CG community for his nude studies and pinup girls.
- Color mapping
- Bump Mapping
- Reflection mapping
Texturing in Maya
- Assigning Shaders - Texturemapping - Shading trees - Unwrapping UVs in MAYA - Exporting Models to a 3D paintprogram
Hypershade
Hypershade
Hypershade
The image is connected to the color attribute on the shader. This is part of a texture tree. Also the bump as you might see is a picture connected to the bump
Hypershade
A shader tree can also be used with a "layer shader" to combine to shaders in to one. For instace on the car there is one shader for the car glossiness and another for the paint.
Hypershade
Image / texture
UV-map
In order for the image to display the 3D form needs to be in 2D-space. On the right you see an "unwrapped" version of the car.
Unwrapping in Maya
Unwrapping in Maya
- Minimize stretching and general errors. - This is preparing the model for texturing with a paint program or such.
Before
After
Texture mapped checker texture, on the lowpoly woman model before and after an UV unwrap.
Unwrapping in Maya
- UV-coordinate exist on the model in order for so that a 3D program can interprete the 3D volume two dimensionally. - What does that mean? - Practically it means; if you want to texture map your model with an image texture, you need to have a 2D coordinate system pointing were on the 3D form the image should show.
Unwrapping in Maya
- UV space.
Unwrapping in Maya
- Split up the mesh with "extract" command - Use Isolate and UV-texture editor. - When unwrapping, you have to create "seems" for the uv's to be abail to "flatten". (Think of it as how you would skin an animal or how you would cut pieces of clothing to make a sweater etc)
Unwrapping in Maya
- Make a Lambert and texture map a checker - Assign the material to the torso. - Project a planer uv-projection with new uv-coordinates ontop og the torso. - Cut the uv's with the "cut uv" tool. - Unwrap the uv's (flattning them like an animal skin) - Pin one point or more when you unwrap to adjust the size and shape.
Unwrapping in Maya
- Assign the checker to the arm - Project a planer uv-projection with new uv-coordinates ontop of the arm, - Cut the uv's with the "cut uv" tool. - The select all uv's and unwrap without pinning any uv. Then scale up the uv and unfold and pin uv's to even out the squares.
Unwrapping in Maya
- Assign the checker to the arm - Project a planer uv-projection with new uv-coordinates ontop of the arm, - Cut the uv's with the "cut uv" tool. - The select all uv's and unwrap without pinning any uv. Then scale up the uv and unfold and pin uv's to even out the squares.
Unwrapping in Maya
- Transfer the UV map to the other arm and hand with the "transfer attribute" - Use mirror X and delete historiy and move the "shelf" to a unique UV-space.
Unwrapping in Maya
- Use the same teqniques on the hip, legs and feet.
Unwrapping in Maya
- Combine and merge the mesh to one. - Cleanup and Optimize scene (save before) - Use the Layout function of manually place the diffrent selfs of uvs in the UV-space and assign a material (ex lambert).
Mudbox
- Mudbox is a specilized program in sculpt modeling and painting. It works very good with Maya and other 3D programs.
Photoshop
- Photoshop can also import .obj and paint the models. Save the images you pant by dubbelclick on the layer and save the image that opens and then texture map the saved image in Maya on the attribute in the shader you would like to map.
End of texturing part 6 until next time: Read and do the tutorials of Chapter 7 in the Maya Introducing.